Hello Hearthpwn community! This is my first post here, and I wanted to start off with a bang by getting some advice on one of the first decks I've tried putting together by myself. It's all about handbuffing shenanigans mixed with divine shield wankery, spiced with legendaries from my old Murloc Paladin deck. I feel like there is still a lot of room for more synergies, and I would be really interested in hearing any advice that could be offered on where to take this deck in the future. Thanks everyone, and I hope you find this deck interesting!
It's been doing very decently against a variety of builds and classes. Sometimes I end up having to miss turn 1, or I choose to do so, so I can get more use out of my buffs. It recently beat the snot out of a big-priest who got barnes off turn 3 with a mana crystal, and managed to summon 3 Obsidian destroyers, all of which got quickly munched. It even occasionally beats Keleseth doubletap rogues, but it's hard when they get it off at the beginning. I swear, 70% of the rogues I face get turn 2 and keleseth with shadowsteps. Sometimes I can get really screwed if I draw a bunch of high value cards, and then end up swapping them for other high-value cards (maybe even the stormwatcher to extra spite me), but I notice more decent hands, where I get some fancy divine shield/hand buff/rallying sword/blood knight high-jinks going on. Sometimes I wonder if the deck needs more spells, but that's so dangerous with hand buff. I get a a lot of "Amazings" at times when I work my mojo, and I have had more than a handful of games saved by a divine favor draw giving me a brand new hand that I buffed up real good. I have had bad experiences with 2 divine favors in a deck though. I also notice the selfless heroes often get countered by players pretty well, but when it does work it is amazing.
Sometimes it feels like the synergies in the deck just aren't as strong as some other decks. For instance, I've had a bit of trouble with aggro druids with tons of buff spells, because even with handbuff I can't keep up with the way they spam. Sometimes my cards do stumble over each other too, I call in argent squires probably more than I should. I feel like I am missing something in terms of a few cards that could maybe balance this deck out a bit, but I am not sure what they would be. I almost wonder if I would be better off going for control instead of handbuffing. I have had really good experiences with that one buff that doubles a minions attack, it's not too hard to get a 9 attack blood knight by turn 3 or 4, then cast that and cause havoc. But I can't do many spells without making my handbuffing weak, so I'm not sure which to stick with. I think it is really fun to handbuff though.
I remember trying to make Handbuff Pally work back in MSoG.
what do you feel are the decks faults?
No worries btw
It was difficult in MSoG for sure. In reality this is the best place I have ever seen Hand Buff Paladin and it just gets overshadowed unfortunately. Still a fun deck though.
Sometimes it feels like the synergies in the deck just aren't as strong as some other decks. For instance, I've had a bit of trouble with aggro druids with tons of buff spells, because even with handbuff I can't keep up with the way they spam. Sometimes my cards do stumble over each other too, I call in argent squires probably more than I should. I feel like I am missing something in terms of a few cards that could maybe balance this deck out a bit, but I am not sure what they would be. I almost wonder if I would be better off going for control instead of handbuffing. I have had really good experiences with that one buff that doubles a minions attack, it's not too hard to get a 9 attack blood knight by turn 3 or 4, then cast that and cause havoc. But I can't do many spells without making my handbuffing weak, so I'm not sure which to stick with. I think it is really fun to handbuff though.
If I had to make a call, I'd say trying to cram in divine shield synergy may be too much. I'd focus on one or the other. But unfortunately the issue with handbuff is pretty simple, it's a bit slow. Spending turns and mana in the early game to buff minions leaves you with a poor board state, or if you hold onto minions to buff them further down the line also leaves you with a poor board state. You end up relying heavily on your mind game minions to carry with their buffs. A few target removals and your in a bad way. Add in divine shield play timing around hand buff timing and it gets clunky.
think you should swap the stormwatcher for a geist since its amazing vs jade druids/evolve shamans, and the only thing you got to lose is 1smugglers run
think you should swap the stormwatcher for a geist since its amazing vs jade druids/evolve shamans, and the only thing you got to lose is 1smugglers run
Good thought, additionally geist isn't such a boat anchor when you can give him a few more stats.
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Hello Hearthpwn community! This is my first post here, and I wanted to start off with a bang by getting some advice on one of the first decks I've tried putting together by myself. It's all about handbuffing shenanigans mixed with divine shield wankery, spiced with legendaries from my old Murloc Paladin deck. I feel like there is still a lot of room for more synergies, and I would be really interested in hearing any advice that could be offered on where to take this deck in the future. Thanks everyone, and I hope you find this deck interesting!
It looks good
How have you been going with it?
Do you often find cloggy hands?
It's been doing very decently against a variety of builds and classes. Sometimes I end up having to miss turn 1, or I choose to do so, so I can get more use out of my buffs. It recently beat the snot out of a big-priest who got barnes off turn 3 with a mana crystal, and managed to summon 3 Obsidian destroyers, all of which got quickly munched. It even occasionally beats Keleseth doubletap rogues, but it's hard when they get it off at the beginning. I swear, 70% of the rogues I face get turn 2 and keleseth with shadowsteps. Sometimes I can get really screwed if I draw a bunch of high value cards, and then end up swapping them for other high-value cards (maybe even the stormwatcher to extra spite me), but I notice more decent hands, where I get some fancy divine shield/hand buff/rallying sword/blood knight high-jinks going on. Sometimes I wonder if the deck needs more spells, but that's so dangerous with hand buff. I get a a lot of "Amazings" at times when I work my mojo, and I have had more than a handful of games saved by a divine favor draw giving me a brand new hand that I buffed up real good. I have had bad experiences with 2 divine favors in a deck though. I also notice the selfless heroes often get countered by players pretty well, but when it does work it is amazing.
and thanks for the interest!
Sounds great!
I remember trying to make Handbuff Pally work back in MSoG.
what do you feel are the decks faults?
No worries btw
Sometimes it feels like the synergies in the deck just aren't as strong as some other decks. For instance, I've had a bit of trouble with aggro druids with tons of buff spells, because even with handbuff I can't keep up with the way they spam. Sometimes my cards do stumble over each other too, I call in argent squires probably more than I should. I feel like I am missing something in terms of a few cards that could maybe balance this deck out a bit, but I am not sure what they would be. I almost wonder if I would be better off going for control instead of handbuffing. I have had really good experiences with that one buff that doubles a minions attack, it's not too hard to get a 9 attack blood knight by turn 3 or 4, then cast that and cause havoc. But I can't do many spells without making my handbuffing weak, so I'm not sure which to stick with. I think it is really fun to handbuff though.
think you should swap the stormwatcher for a geist since its amazing vs jade druids/evolve shamans, and the only thing you got to lose is 1smugglers run
Garrosh did nothing wrong.